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I proclaimed Guild of Thieves
better than The Pawn
. I now proclaim Jinxter more entertaining than Guild. As the Guardian might say: "If you gotta doofah that'll play it, you'd be wossname if you didn't go and buy watchercallit. Narmean?"
It is Magnetic Scrolls's best adventure to date and with a record like theirs, how can you resists... go and buy it.
[Re-test] Odd adventure decorated with beautiful graphics in which you have to restore luck to Aquitania. Typical of breed of games where programming techniques overtook game design and writing style, but still worth tackling for adventurers and boasting some excellent pics.
Hold on while I tether me unicorn, and I will tell you about this wossaname wot I been playing. Jinxter. Narwhamean? Right, that’s fixed the blighter, so here goes.
One minnit I was getting orf this bus, and the next, this Grudiana feller appears from nowhere and tells me I am a gonner. My fault, I s’pose – should never have bothered to pick up me keyring. Me Dad warned me when I was a kid about bending over in public. Dangerous. Narwahmean?
Good as this adventure is, though, I seriously doubt that it will be the best one that Anita Sinclair and Co. come up with in 1988.
Jinxter is fun. The puzzles, while not as hard as, say, in Infocom advanced level or a Level Nine biggie, are nevertheless brain teasing and still give a lot of satisfaction in cracking.
Jinxter is well thought out and has reams of atmospheric; text. The graphics are excellent and well sprinkled throughout the game. The parser is Magnetic Scrolls' specialty and is very good, even though it is
sometimes frustrating trying to be clever enough to match up to it
Jinxter is good fun and is suitable for adventurers whatever their experience. A number of coded clues are provided, that offer help - but do not tell all - to those in need of a helping hand.